Usage: gms_login_player_has_account ( name[, blocking] )


Returns whether the given name exists. If blocking has been set to 0 or isn't give, the function will be executed asynchronously. -1 will be returned until the variable has been received.

When using GM:Studio the blocking argument only has an effect when the Windows-version of the extension is used.

Replies (6)

Last message on 19 May 2017

littlecoolpug on 30 May 2015, 02:21:12
is there a way that you could maybe make a stay logged-in button?
I was going to try making a var. called stayloggedin, and if it = true then just don't use the gms_logout on game end, but I didn't want to mess-up the game because it says you need to do this here: do you have any ideas?
Size43 (Administrator) on 30 May 2015, 16:36:12
Removing gms_logout will not keep the user logged in when the game is closed. There used to be a way to do this, but I don't think many people used it so when I rewrote the entire extension, I dropped support for automatically logging in.

I've added it to my todo list for update 1.9 :)
littlecoolpug on 30 May 2015, 17:08:11
Ok thanks for the help!
perilousproductions on 19 May 2017, 18:51:41
It's pretty easy if you are using your own custom login form, you need 3 variables, username, password, autologin, make 2 text boxes (you'll have to create them yourself) one for username and one for password, and a checkbox object (again you'll have to make it yourself) and then save the variables to an ini once the login is successful, and then just load and use the variables gms_login_set_username, gms_login_set_password, gms_login_execute, at the start of the game.
MusNik on 11 Apr 2015, 23:29:03
Doesn't work. Always -1
Size43 (Administrator) on 12 Apr 2015, 21:04:29
This function will return -1 when 1) the game is not connected to the server or 2) the data hasn't been received. The second case happens when you call this function with a new name for the first time -- you need to call it once, and then keep calling it until it eventually returns 1 or 0.